﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace ArtemisExtensions
{
    public abstract class TiledMap
    {

        public IMapInfo this[int x, int y, int z]
        {
            //Multiple story Version
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }

        public IMapInfo this[int x, int y]
        {
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }

        public char[,] Zones
        {
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }

        public ArtemisExtensions.IMapTileReference[,] MapLayout
        {
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }

        /// <summary>
        /// Items, entities, attributes on this tile
        /// </summary>
        /// <remarks>C_Component will tell if someone is on this square, if anything dropped here, if it is affected by anything (ie: on fire) as well as if there is anything here that blocks LineOfSight, like a dresser.</remarks>
        /// <value>Reference OriginPoint at, then components</value>
        public System.Collections.Generic.Dictionary<ArtemisExtensions.MapPoint2D, List<ArtemisExtensions.C_Component>> MapPointProperties
        {
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }

        public List<ArtemisExtensions.TiledMapSublayer> Sublayers
        {
            get
            {
                throw new System.NotImplementedException();
            }
            set
            {
            }
        }
    }
}
